Cloth simulation and collision detection using geometry images

Nico Zink, A. Hardy
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引用次数: 7

Abstract

The simulation and animation of cloth has attracted considerable research interest by the computer graphics community. Cloth that behaves realistically is already expected in animated films, and real-time applications are certain to follow. A common challenge faced when simulating the complex behaviour of cloth, especially at interactive frame rates, is maintaining an acceptable level of realism while keeping computation time to a minimum. A common method of increasing the efficiency is a decrease in the number of nodes controlling the cloth movement, sacrificing details that could only be obtained using a dense discretization of the cloth. A simple and efficient method to simulate cloth is the mass-spring system which utilises a regular grid of vertices, representing discrete points along the cloth's surface. The structure of geometry images is similar, which makes them an ideal choice for representing arbitrary surface meshes in a cloth simulator whilst retaining the efficiency of a mass-spring system. In this paper we present a novel method to apply geometry images to cloth simulation in order to obtain cloth motion for surface meshes of arbitrary genus, while retaining the simplicity of a mass-spring model. We also adapt an implicit/explicit integration scheme, utilising the regular structure of geometry images, to improve performance. Additionally, the cloth is able to drape over other objects, also represented as geometry images. Our method is efficient enough to allow for fairly dense cloth meshes to be simulated in real-time.
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布料模拟和碰撞检测使用几何图像
布料的仿真和动画已经引起了计算机图形学界的极大研究兴趣。动画电影中已经出现了具有逼真行为的布料,而实时应用肯定会紧随其后。当模拟布料的复杂行为时,特别是在交互帧率下,面临的一个常见挑战是在保持可接受的真实感水平的同时将计算时间保持在最低限度。提高效率的一种常用方法是减少控制布料运动的节点数量,牺牲只能使用布料密集离散化才能获得的细节。一种简单而有效的模拟布料的方法是质量-弹簧系统,它利用一个规则的顶点网格,代表沿布料表面的离散点。几何图像的结构是相似的,这使得它们成为在布料模拟器中表示任意表面网格的理想选择,同时保留了质量弹簧系统的效率。在保留质量-弹簧模型的简洁性的前提下,提出了一种将几何图像应用于布料模拟的新方法,以获得任意属表面网格的布料运动。我们还采用隐式/显式集成方案,利用几何图像的规则结构来提高性能。此外,布料可以覆盖在其他物体上,也可以表示为几何图像。我们的方法足够有效,可以实时模拟相当密集的布网格。
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